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NES box art for Mega Man 3, the cover of NEStalgia episode 394

394 · Mega Man 3

▶ Game info
VerdictEssential
SeasonSeason 6
DeveloperCapcom
PublisherCapcom
September 12, 2025 · 1 hr 33 min · transcript available

Mega Man 3 is a traditional side-scrolling platformer: you jump from brick to brick while avoiding pits and shooting robots. It's quite similar, in all respects, to other Mega Man games; however, this is the first time that you get a sidekick. It's also the first time you're allowed to slide instead of merely walking. Support NEStalgia directly by becoming a member of our Patreon at https://www.patreon.com/Nestalgia  Members at the $5 and above level get access to our brand new show NEStalgia Bytes. A look at the famicom games you can play without any Japanese knowledge! For More NEStalgia, visit www.NEStalgiacast.com

Our verdict: Essential

Mega Man 3 is Capcom's third NES entry in as many years, with eight new Robot Masters, a slide, Rush the robot dog, a mid-game run of Doc Robot stages, and Proto Man (Break Man here) whistling his way in. Mike, Sean and Joe were all on this one, and we spent much of it complaining. We still voted it onto the Essential Games List.

What makes it essential

  • The slide. It's a dodge, it's faster than walking, it gets you under attack patterns, and the game works hard to teach you it matters. It feels like part of Mega Man, not a gimmick.
  • Rush. Coil, jet and submarine are more than a cute pet. The jet can lift you over hard enemies when you're short on energy, and in one spot you must use him to proceed, via a menu jump that felt like a puzzle.
  • Weapons that stay inventive. Needle Cannon shoots through walls, the snakes crawl along edges to reach ceiling enemies, and the laser bounces. Joe called the series the goat for power-ups: tons of them, all useful, and you never feel overpowered, since the plain blaster can still beat every boss. The Top Spin seemed useless, yet it finishes Gamma at once.
  • A kinder curve. More health orbs and extra lives sit in the open, boss rushes hand back health, and energy tanks survive a continue. Mike found it the tightest, most accessible Mega Man yet, with shorter Wily stages that fight bosses who aren't robots, a reverse of Mega Man 2's brutal castle.
  • Enemy design. Every enemy has its own mechanic, like the pole-vaulter you must slide under, and the hard-hat minions have won us over.

Where it stumbles

  • Doc Robot padding. Eight bosses in remixed versions of stages you already beat, some with near-identical layouts. We'd rather have had four new stages.
  • Break Man. The whistle is great, but the fight is slide under him and shoot, and it returns unchanged.
  • Ammo lost on death. Spent weapon energy stays spent, which we didn't like. Passwords also stop saving once you reach the Wily stretch.
  • Bees and the Yellow Devil. The bee drop can't be dodged, so we took the hit. Mike's run ended at the Yellow Devil, where hitboxes seemed bigger than the sprite and a turn-around input could get eaten.

Beyond the game

Capcom took robot designs from a fan contest with more than 50,000 entries, and Top Man is one winner. Series lead Akira Kitamura left early in development, and Inafune has named this one of his least favorite entries. A second controller works as a debug input: hold right for a super jump.

The bottom line

Essential. We all voted it onto the list. Joe said all three NES games earn it. Sean agreed reluctantly: he didn't have much fun this time, but could see it plainly improves on two games he'd already voted Essential. It leaves Mike questioning whether Mega Man 1 and 2 should stay, a conversation for another episode.

Written from our conversation in this episode.

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